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Computer Science/61b

< Computer Science
Revision as of 10:26, 17 October 2006 by Lensovet (talk | contribs)
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Project 2 modules

Members: Paul, -bb; Andrew, -fe; Jordan, -er

/* Paul can do this - it's a essentially a copy from the Oceans project, so it's quick */
// Gameboard abstract data type
// board field stores a board using an array of Chips (not that important – no one has access to this field anyway)
// methods are required to retrieve/store chips
Gameboard class
fields: private Chip[] board
methods:
// inserts a chip of the given color in the specified place as determined by an x, y coord pair
// returns true if the insertion succeeds; false otherwise
boolean insertChip(int color, int x, int y)
// move a given chip to a specified place as determined by an x, y coord pair
// returns true if the move succeeds; false otherwise
boolean moveChip(Chip c, int x, int y)
// returns the Chip at a given location as determined by an x, y coord pair
Chip retrieveChip(int x, int y)
// returns true if the given move is valid; false otherwise
boolean validMove(Move m)
   // returns true if the chip cluster (if any) is small enough to permit a chip insertion at the given location as determined by an x, y coord pair; false otherwise
 ->could be inside or another method: boolean checkClusterSize(int x, int y)

// abstract data type to hold information about chips
// color field stores the chip's color as a static final int; x and y fields store the chip's x and y coords, respectively
Chip class
fields (all private): int color, int x, int y
	public static final WHITE/BLACK = 1/-1
methods:
// returns the chip's color
int getColor(Chip c)
// returns the x coord of the chip
int getX(Chip c)
// returns the y coord of the chip
int getY(Chip c)


In MachinePlayer class - 
methods:
/* Andrew? */
// generates an array of Gameboards of all the possible moves from the current Gameboard g for a given player. returns an array of Gameboards
Gameboard[] generateMoves(Gameboard g, int color)
/* Paul? */
// evaluates an array of gameboards using the minimax algorithm and alpha-beta pruning.
// if necessary, generates additional move levels (i.e. if none of the gameboards in this array result in a win)
Move evalTree(Gameboard[] arr)
/* Jordan? */
// evaluates the given network for a winning color
// returns the winning color (as Chip.color), 0 if there is no winner
int winner(Gameboard g)